Wavebreaking (skill)

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Skill Rank Percent Description
Bounty Inept 0 % Receive the sea's bounty in the form of a weapon.
Capsize Inept 6 % The sea shall make them keel over.
Yearn Novice 0 % Memories of the sea will bring comfort and vigour.
Encrust Novice 50 % Bind your weapon in briny barnacles.
Sealegs Apprentice 0 % Even on land you are spry.
Wavebreak Apprentice 50 % Capitalise on their mistakes.
Riptide Capable 50 % The crashing wave brooks no barriers.
Shore Adept 0 % Recuperate in the comfort of safe shore.
Currents Adept 33 % Sense motion in the deep currents.
Rime Adept 66 % Expose your weapon to bone-chilling cold.
Spout Skilled 0 % Run them aground.
Bedrabble Skilled 33 % Bring a storm of muddied rain down on your enemies.
Aquifer Skilled 66 % Sink into the moistened earth.
Undulation Gifted 0 % It starts with but a ripple.
Brume Gifted 25 % Expose your weapon to freezing mists.
Daub Gifted 50 % Evoke the legends of the wine-dark deeps.
Rivulets Gifted 75 % Travel through the deep currents of the earth.
Drown Expert 0 % Send them below.
Harpoon Expert 50 % Impale your foe with a frozen lance.
Lowtide Expert 75 % Return to the shallows.
Flux Virtuoso 0 % Your control is peerless.
Eviscerate Virtuoso 33 % Gut them like a fish.
Trench Virtuoso 90 % There is no sanctuary below ground.
Hightide Fabled 0 % High tides carry you fast and far.
Engulf Fabled 50 % Work in tandem with your elemental, to overwhelm.
Spearfall Mythical 40 % Summon forth spears of ice to drag down your opponents.
Permafrost Transcendent 0 % A legacy of ice.

Flail Attacks

Skill Rank Percent Description
Clobber Inept 0 % Clobber your foe with a selkachoar.
Crack Capable 0 % Crack their bones with a focused blow.
Crest Adept 33 % Strike like a cresting wave.
Ram Skilled 66 % Drive your weapon at their stomach.
Buckle Expert 25 % Their limbs will buckle under your blows.
Pitch Virtuoso 50 % Choppy waves will let you strike twice.
Breach Virtuoso 66 % Bypass your opponent's defence with a breaching wave.
Wreck Fabled 25 % Wreck their hull with a strike to the chest.
Broadside Fabled 75 % Bombard them with unrelenting force.
Gybe Mythical 0 % A focused blow to the enemy's head.
Keelhaul Mythical 80 % Rake them bow to stern.

Bounty Receive the sea's bounty in the form of a weapon
Syntax: TIDE BOUNTY PULL TEETH FROM <shark corpse> TIDE ADORN CLUB
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Call upon the sea to provide you with a bounty in the form of a weapon: a makeshift

driftwood club. It will not be as durable as forged weapons, but will serve you well enough.

To be truly called a Tidesage however, one must wield a selkachoar - earned through a rite of proving for all apprentice Tidesages. To do so, you must slay sharks and pull teeth from corpses to adorn a steel-banded club with. The ocean is filled with many terrors, and sharks are amongst the least of them. An apprentice Tidesage must prove they are capable of mastering at least that much.

You need fifteen shark teeth in your inventory, bearing your mark, to adorn "a steel-banded club", transforming it into a selkachoar.

Note: {{{note}}}

Capsize The sea shall make them keel over
Syntax: TIDE CAPSIZE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Direct a rippling wave at your target, crippling any bruised limbs (up to a maximum of

three), and knocking them to the ground.

If the target is not levitating, the rushing waters will cripple three random limbs, regardless of any bruising.

Note: {{{note}}}

Yearn Memories of the sea will bring comfort and vigour
Syntax: TIDE YEARN
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 15 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Recall your memories of the open sea and be cleansed of a random affliction. Should you

find yourself underground or surrounded by thick fog, your yearning for the clear skies of the open ocean will be so strong that a second affliction will be cured in the process.

Note: {{{note}}}

Encrust Bind your weapon in briny barnacles
Syntax: TIDE ENCRUST
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By invoking an old sailor's spell, you may summon a profusion of barnacles to encrust

your arms and weapon. This will both prevent you from being disarmed and allow you to make use of your weapon with a single crippled arm.

Note that although you will be able to attack with a single crippled arm, it will inflict a penalty on the speed of your weapon attacks if you choose to do so.

Note: {{{note}}}

Sealegs Even on land you are spry
Syntax: TIDE SEALEGS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Navigating the decks of a heaving vessel has taught you to bolster your celerity for a

limited time, provided you remain on land.

Note: {{{note}}}

Wavebreak Capitalise on their mistakes
Syntax: TIDE WAVEBREAK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Adopt a retaliatory battle stance, preparing to break an opponent's focus when you parry

one of their blows.

Your countermeasure will disarm your enemy if they cannot hold onto their weapon; alternatively, there is a small chance it will cripple their arm.

Note: {{{note}}}

Riptide The crashing wave brooks no barriers
Syntax: TIDE RIPTIDE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Manifest a roaring wave to violently shatter any aura of rebounding or magical shield

protecting your target. If neither is present, your riptide will instead remove a random defence, albeit at an increased cost to your balance.

Note: {{{note}}}

Shore Recuperate in the comfort of safe shore
Syntax: TIDE SHORE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Provided you remain on land and not in the air, the advantages of shore leave will

provide a bonus to health and mana regeneration.

Note: {{{note}}}

Currents Sense motion in the deep currents
Syntax: TIDE CURRENTS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Tap into the resonance of the earth's subterranean water currents, passively detecting

whether someone in the same area as you enters directly the ground below. Both of your feet must be upon the ground to sense these actions.

Note: {{{note}}}

Rime Expose your weapon to bone-chilling cold
Syntax: TIDE EXPOSE RIME
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Expose your selkachoar to icy rime, causing it to deal increased damage to your target at

the cost of somewhat slower strikes.

You may only expose your weapon to one force at a time.

Note: {{{note}}}

Spout Run them aground
Syntax: TIDE SPOUT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Bring forth a churning water spout and release it into the skies above you. Your target

will be thrown to the ground and unbalanced, if you are successful.

Note: {{{note}}}

Bedrabble Bring a storm of muddied rain down on your enemies
Syntax: TIDE BEDRABBLE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Provided you are within an earthen environment, you may utilise your power over water to

create a storm of mud and silt, raining it down on enemies in the location.

You may perform this ability in the following earthen environments: Mountain, Hills, Desert, Natural underground, Constructed underground, Mines, Lifeless sands, Cavern, Crater, Canyon.

There is also a small chance for the mudstorm to upset the balance of a person it strikes.

If you are indoors, then it will become harder to escape the onslaught, and the damage will be increased.

Note: {{{note}}}

Aquifer Sink into the moistened earth
Syntax: TIDE AQUIFER TIDE PERMEATE <dir> TIDE RISE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Take refuge in the subterranean waters of the earth. While buried, you may take on the

characteristics of the water itself to travel, and rise like the high tide when you are ready to reemerge.

When you rise back to the surface, you will burst free from the ground and hurl rocks and debris at your enemies, dealing blunt damage to them.

Note: {{{note}}}

Undulation It starts with but a ripple
Syntax: TIDE UNDULATION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Call forth an undulating wave to surge through your location, damaging anyone who is

prone by dashing them against the ground. This damage will be amplified against victims that are already suffering harm to their body parts.

Note: {{{note}}}

Brume Expose your weapon to freezing mists
Syntax: TIDE EXPOSE BRUME
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By exposing your weapon to freezing fog, each strike has a chance to increase the fathoms

of your apparition in the location by one level. See AB INUNDATION APPARITION for more information.

You may only expose your weapon to one force at a time.

Note: {{{note}}}

Daub Evoke the legends of the wine-dark deeps
Syntax: TIDE DAUB <lesser marking> UPON <greater marking>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Greater mark: 2 inks

Lesser mark: 1 ink

You may now avail yourself of the Keltundian tribal marks, evoking the myths and legends of the fog- rimed sea to harness their power. The first mark daubed is known as the lesser mark, and must be daubed on a greater mark. Depending on the colours used, a number of effects will occur.

--- GREATER ---

Tentacle (red ink): Improves limb damage by selkachoars, reduces direct damage. Wave (blue ink)  : Rime damage increased and malus reduced, reduces limb damage. Mouth (yellow ink): Brume chance improved by 10% and doubles apparition expansion. Cephalopod (green): Buckle now has a 50% chance to make the target fall. Fin (purple ink)  : You may swap your lesser mark with no equilibrium loss.

--- LESSER ---

Tentacle (red ink): Buckle becomes faster and deals increased limb damage. Wave (blue ink)  : The chance for Flux to fade/end is decreased. Mouth (yellow ink): Increases bleeding done from Tidesage abilities by 30%. Cephalopod (green): Ram will cause the heartflutter affliction. Fin (purple ink)  : You may swap your greater mark with no equilibrium loss. Eye (gold ink)  : Your selkachoar damage is dependent on intelligence, not strength.

When using purple inks for 'fin', the same syntax is used, but as long as the purple ink remains in the slot it was originally daubed in no equilibrium loss will be incurred.

Note: {{{note}}}

Rivulets Travel through the deep currents of the earth
Syntax: TIDE RIVULETS <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: While buried in the earth, you are able to pass through the countless rivulets of water

flowing through the subterrain and travel to your target anywhere on the continent after a short delay.

Should there be a monolith present, or if either of you are in a location without subterranean waters (i.e a non-earthen location), the time to complete this journey will be longer.

Earthen environments include: Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand, caverns, craters, and canyons.

Note: {{{note}}}

Drown Send them below
Syntax: TIDE DROWN <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Bring forth a massive wave to envelop your victim and slowly drown them, slaying them

instantly after a channeled delay. While this will require your full attention, there is a small chance that the capricious tides will expand to an extra two enemies in your location, slaying them as well if the action is completed.

Note: {{{note}}}

Harpoon Impale your foe with a frozen lance
Syntax: TIDE HARPOON <target> WITHDRAW LANCE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Form a crystalline lance of ice with your weapon and impale a prone target upon its

frozen length. You may withdraw the lance to grant them freedom, should you so choose.

Note: {{{note}}}

Lowtide Return to the shallows
Syntax: TIDE LOWTIDE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Dismiss the risen waters around you, removing magical floods and cleansing a verse of the

Earthen Apocalyptia in the process.

Note: {{{note}}}

Flux Your control is peerless
Syntax: TIDE FLUX
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may bring to bear your weapon with such force and intricate precision that parried

blows will occasionally cause a tidal flux, redirecting the attack to cripple a random limb and stunning the opponent for a short while.

Maintaining the tidal flux requires significant concentration, and may fade after each redirected strike.

Note: {{{note}}}

Eviscerate Gut them like a fish
Syntax: TIDE EVISCERATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Should your victim remain impaled upon your frozen lance, you may drive it deeper into

their gut, shredding their innards and causing both magical and asphyxiation damage at once.

The immense cold will wreak further injury on the body - inflicting light and deep wounds, in addition to torso trauma.

Note: {{{note}}}

Trench There is no sanctuary below ground
Syntax: TIDE TRENCH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: If there is an enemy buried in the earth below you, you may call on subterranean currents

to form an oceanic trench and deluge your target in water, crushing their body and bones. Your opponent will suffer significant damage and find their ribs crack under the water's immense, unforgiving pressure.

Note: {{{note}}}

Hightide High tides carry you fast and far
Syntax: TIDE HIGHTIDE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By capitalising on a high tide, you may increase your internal momentum, causing your

next five weapon attacks to have increased accuracy and swifter balance recovery. Calling the high tide does not spend balance or equilibrium, but it will expire if not used promptly.

Cooldown: 60 seconds

Note: {{{note}}}

Engulf Work in tandem with your elemental, to overwhelm
Syntax: TIDE ENGULF [enhancement action]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 15 seconds (when triggered)
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By working in harmony with your synthesised elemental, you may instruct it to deliver a

blow of your choice against a target when next you land a successful weapon attack.

If you do not choose an enhancement action, your elemental will choose its own.

This ability costs no equilibrium or balance to activate.

Note: {{{note}}}

Spearfall Summon forth spears of ice to drag down your opponents
Syntax: TIDE SPEARFALL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Form a number of icicle harpoons in the air around you, which then will fall upon your

enemies in your location or adjacent, and impale them if they are prone.

If they remain impaled for more then five seconds and stand upon soft ground, then sinkhole will form beneath them and they will slip into the earth below. They will need to BURROW ABOVE in order to escape.

Note: {{{note}}}

Permafrost A legacy of ice
Syntax: TIDE PERMAFROST TIDE THAW
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By fully embracing the frigid gales and frozen rime of the distant oceans, you may bring

about an aura of permafrost to surround your body in a thick veneer of ice.

While draped in this gelid aura, you will enjoy:

* Increased strength.
* Increased constitution.
* Increased intelligence.
* Resistance to electrical damage.
Note: {{{note}}}

Clobber Clobber your foe with a selkachoar
Syntax: TIDE CLOBBER <target> [body part]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Tightly manoeuvring your weapon, you may clobber your foe in quick succession. If you

wish, you may aim for a specific body part in an attempt to cause internal damage.

You may aim for the head, the torso, an arm, or a leg.

Note: {{{note}}}

Crack Crack their bones with a focused blow
Syntax: TIDE CRACK <target> <LEFT/RIGHT> <ARM/LEG>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By striking precisely with your weapon, you may attempt to crack your target's limbs with

a focused blow. This will cause limb damage and inflict surface trauma in the form of bruises.

Note: {{{note}}}

Crest Strike like a cresting wave
Syntax: TIDE CREST <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Surge upwards like a cresting wave and deliver a powerful blow to your target's head.

This will cause vicious damage and inflict surface trauma in the form of bruises.

Note: {{{note}}}

Ram Drive your weapon at their stomach
Syntax: TIDE RAM <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This blow to the torso will cause damage in addition to trauma in the form of bruises.
Note: {{{note}}}

Buckle Their limbs will buckle under your blows
Syntax: TIDE BUCKLE <target> <LEFT/RIGHT> <ARM/LEG>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This powerful weapon swing will smash an opponent's limb, dealing trauma to the limb.

Should the limb be suffering from bruising, the blow will cause bonus limb damage depending on the severity, and will additionally cripple it.

Note: {{{note}}}

Pitch Choppy waves will let you strike twice
Syntax: TIDE PITCH <target> <body part> <body part>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By moving eratically in the manner of choppy waves, you may strike out twice with your

selkachoar and attack two body parts of your choice, in addition to dealing damage. You cannot target the same body part twice, and your pitching motions will allow you to only target the arms or the legs, not the head or the torso.

Note: {{{note}}}

Breach Bypass your opponent's defence with a breaching wave
Syntax: TIDE BREACH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Manoeuvre your weapon just so, surging like a breaching wave to bypass your target's aura

of rebounding. This strike will also knock them to the ground and remove their levitation defence.

Note: {{{note}}}

Wreck Wreck their hull with a strike to the chest
Syntax: TIDE WRECK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This powerful strike to the torso will only be effective against prone targets, dealing

heavy damage and crushing their chest as they lie helpless at your feet.

In the process, their lung will be collapsed, making escape difficult and causing harm whenever a pipe is smoked.

Note: {{{note}}}

Broadside Bombard them with unrelenting force
Syntax: TIDE BROADSIDE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Unleash a slow but powerful barrage of attacks on your enemy, striking them three times

with your weapon and bombarding random limbs in a chaotic fashion. Each landed hit will be slightly weaker, and will not strike the same limb more than once.

Additionally, there is a 50% chance that each blow of the broadside will cause surface trauma in your opponent's limbs, forming a bruise where your weapon struck.

Note: {{{note}}}

Gybe A focused blow to the enemy's head
Syntax: TIDE GYBE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Blows to the head from a swinging boom are a common hazard for inexperienced seamen. By

mimicking the gybe manoeuvre, you may deliver a mighty strike to your opponent's skull, damaging their head and dealing an escalating number of mental afflictions depending on the target's head bruising. Each effect is cumulative.

No bruising: Amnesia. Minor bruising: Whiplash. Moderate bruising: Indifference. Severe bruising: Smashed throat.

Note: {{{note}}}

Keelhaul Rake them bow to stern
Syntax: TIDE KEELHAUL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Bring forth an enormous wave to assault your target with a deadly combination of brine

and barnacle in an attempt to end their life. If your victim possesses at least three body parts with at least moderate bruising, they will be too weak to survive the sea's extreme torture and ripped apart. Without a sufficiently weakened target, this will have little effect.

Note: {{{note}}}